/Engine/Source/Editor/UnrealEd/Public/EditorBuildUtils.h
Runs another instance of the current executable with the provided command line arguments. On success the current level will be unloaded. Using `MapToLoad_ allows to reload that specific level to reflect the changes.
True if process completed without returning any error code.
static bool RunWorldPartitionBuilder ( const [FString](API\Runtime\Core\Containers\FString) & MapToLoad, const [FText](API\Runtime\Core\Internationalization\FText) & ProgressText, const [FText](API\Runtime\Core\Internationalization\FText) & CancelledText, const [FText](API\Runtime\Core\Internationalization\FText) & FailureText, const [FString](API\Runtime\Core\Containers\FString) & CommandLineArguments )